Fragsie
Explorer
This is the first class i'm doing for Spirit; a sci-fantasy setting.
>>A slightly outdated, but smartly presented PDF of heroic tier navigator and feats is available Here<<
As this is the first class i've ever made, i'm not too confident about my balancing, and any suggestions for powers would be grately appreciated
I've had a fair bit of feedback on the first 4-5 levels from the WoTC forums, so i'm more eager to get some feedback/critiques on levels 5+ and the paragon paths.
Navigator
"I'm often told how unimaginabley vast the universe is, but that's just nonsense; the distance between me and where i want to go is nothing but a step"
Class Traits
Role: Leader. You lead by guiding your allies attacks to where and when they will cause the most effect. Your Insights and prophecies can predict enemy tactics and your manipulation of space-time gives you great tactical advantage.
Source: Psionic. You percieve the universe from outside the normal constraints of space and time, with the power of your mind alone you can influnce the paths of time and sense the fabric of space over great distances.
Key Abilities: Wisdom, Constitution, Charisma
Armor Proficiencies: Cloth Armor, Leather Armor, Hide Armor
Weapon Proficiencies: Simple melee, simple ranged, military ranged
Implements: Orbs, Psy-Amps
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 7 + Constitution modifier
Trained Skills: Insight plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Psychic (Arcana) (Int), Bluff (Cha), Diplomacy (Cha), Exploration (Dungeoneering) (Wis), Endurance (Con), Heal (Wis), History (Int), Perception (Wis)
Build Options: Temporal Navigator,Spatial Navigator
Class Features: Matter Recovery, Omniscience, Star Sense, Warp Influence, Warp Sight
Navigators are often the first clue to a species' impending disvovery of warp travel. And usually the first form of measurable psionic activity to be displayed. As a demographic, they are essential to a species ability to move out into the galaxy of their own accord, individually however they can be a great hinderace to society. On some worlds the appearence of navigators has not been understood, leading to great wars or social upheval that threw their civilisations back to pre-technology eras . Navigators are able to sense the very fabric of space around them, to explore an object or creatures path through time and space. This allows them to plot courses through warp space almost instantly, unlike computers that can take hours or days to plot a safe course. This makes them highly sort after as crew onboard warp vessels. Their powers have another angle however; the same abilities allow them to tap into a vast psychic field, giving them almost omnipotent knowledge. Some master the manipulation of gravity fields and can teleport themselves instantly from one point to another by travelling through the Warp, or even pull antimatter into our universe to cause catastrophic explosions.
[sblock=Overview and Class Features]
NAVIGATOR OVERVIEW
Characteristics: You are a good healer. The majority of your attaks are mid-ranged; allowing you watch the tide of battle very closely. Most of your attacks deal only moderate damage, but many of them give bonuses to your allies or move foes and allies around the battlefield.
Religion: Navigators usually follow religions that reflect their connection to the warp and the universe, such as those from the Animism or Universatheism theologies. It is not uncommon to find navigators that worship dragons, as they are creatures of the warp. Navigators very rarely follow religions from the Mechatheism or Monotheism; as their unique view of the galaxy as one great organic entity is at odds with the strict dogma and beliefs of those theologies.
Races: Averoux make ideal spatial navigators and are abundant within the Coalition; often trained as military Alphas, they are a major factor in the races past military exploits. Sirians of the Se'blen caste are succesful temporal navigators; often serving the Alliance as spiritual guides and political advisors, the most powerful Sirian navigators become revered Seers. Humans and Ganshini also make good navigators, though they are not as predominant as they are in the Averoux and Sirian races. That being said, all space-fairing races will produce navigators, and the choice of species you make will have little impact on your navigator ability to utilise warp powers.
Creating a Navigator
The navigator has two basic builds to start: the temporal navigator and the spatial navigator. Navigators rely on Wisdom for the majority of their attacks, Charisma for powers that manipulate space and gravity and Constitution for powers that manipulate time.
Temporal Navigator Your leadership takes the form of guidance, prophecy and manipulation of time. Your powers guide your allies to extra and more powerful attacks, as well as controlling the flow time to quicken them while slowing or aging your enemies. You also assist your allies by reversing time to heal wounds and temporarily freezing time to allow escape or avoid area attacks. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Controlling the flows of time puts great strain upon the physical body and may drain your hit points, so make Constitution secondary ability score. Charisma should be your third best so that you can dabble in other navigator powers. You should choose powers that make good use of you high Constitution and hit points.
Suggested Feat: Durable (human feat: improved initiative)
Suggested Skills: Endurance, Heal, History
Suggested At-Will Power: momentary phase, doom prophecy
Suggested Encounter Power: slow motion, tip the scales
Suggested Daily Power: transitory respite
Spatial Navigator You are an invaluable leader in battle, because the battlefield is one of your choosing; you lead with great charisma and diplomacy. A superior understanding of spatial mechanics and the Warp are your weapons. Your powers confuse or hinder enemies by temporarily changing the terrain or damage and move them by manipulating localised gravity fields. You also aid your comrades by increasing the potency of psionic powers, and teleporting them into strategic positions, while you disseminate important tactical information to them. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Convincing the universe that your idealised perception of space is the correct one takes great force of personality; make Charisma your second highest ability. Constitution should be your tertiary abilty score so that you can use other navigator abilities without fear of loosing conciousness. You should choose powers that make use of your high Charisma.
Suggested Feat: Star burst (human feat: action surge)
Suggested Skills: Bluff, Diplomacy, Exploration (Dungeoneering)
Suggested At-Will Power: Disruption Bolt, pinch
Suggested Encounter Power: gravity slip, gravity wave
Suggested Daily Power: blue dwarf aspect
Navigator Class Features
Every Navigator shares these class features.
Implement
Navigators make use of psychic amplifiers (psy-amps) or mind crystals to help channel and direct their powers. A navigator wearing a psy-amp or mind crystal can add its enhancement bonus to the attack rolls and damage rolls of navigator powers, as well as navigator paragon path powers, that have the impliment keyword. Without a psy-amp or mind crystal, a navigator can still use these powers, but he or she doesn't gain the bonus provided by the psionic implement.
Matter Recovery
Using the matter recovery power, navigators can grant their comrades addional resilience with a slight rearrangement of matter.
[sblock=Matter Recovery Power]
Matter Recovery Navigator Feature
Exerting control over the area of an ally's wounds, you cause them to regenerate by breaking down ambient matter and reshaping it to replace lost tissue.
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Encounter (Special) ✦ Psionic, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action Close burst 5
Target: You or one ally
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Effect: The target can spend a healing surge.
When targeting an ally, you can also spend a healing surge and the target regains an additional 1d8+1 Hit Points.
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Increase the amount of additional hit points regained to 2d8+2 at 6th level, 3d8+3 at 11th level, 4d8+4 at 16th level, 5d8+5 at 21st level, and 6d8+6 at 26th level.
[/sblock]
Omniscience
A navigator has the ability to tap into the psychic network that links all living things in the galaxy, this seems to give them almost godlike knowledge on any given subject. At the begining of an encounter the navigator chooses one skill, for the duration of the the encounter the navigator is has a +3 power bonus to knowledge checks with the that skill. To change the chosen skill once an encounter has began, the navigator must use a standard action. This bonus will not apply if the navigator is within a psionic null field.
Star Sense
Probably the key ability of a navigator is their connection to the stars themselves; a navigator in space can 'feel' where they are in relation to warp space, and can quest out with their minds to find a specific star within a number of sectors equal to half their level. The navigator can then plot a warp course to that destination in a matter of seconds; a feat that would take the most sophistocated supercomputers at least 2 hours.
Warp Influence
A navigators sight shows him time and space as ethereal tides and eddies upon the surface of the Warp. As he grows, he learns how to manipulate the very fabric of existence by making a ripple here, or divrting a current there. Navigators usually have a certain knack for influencing time or space in particular. Choose one of the following two benefits. The choice you make also provides bonuses to certain navigator powers. Individual powers detail the effects (if any) you Warp Influence selection has on them.
Temporal Influence When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one half your level + your Constitution modifier.
Spatial Influence When an ally who can see you spends an action point to take an extra action, that ally can teleport a number of squares equal to your Charisma modifier (minimum: 1) either before or after that action.
Warp Sight
As navigators spend so much time looking beyond the bounds of the material world; the complexity and brilliance of warp space works a profound change upon their vision. They begin to see the warp all the time; the actions of people around them rear up from the past and spill into millions of possible futures as brilliant ghost forms. A navigator gains a +2 to AC vs. ranged attacks (increase this bonus to +3 at 21st level). A navigators eyes are solid orbs of either purple, green or red; the most powerful and farseeing navigators eyes will pulse with light when they use their abilities.
[/sblock]
[sblock=Lvl 1 - 10]
[sblock=Level 1 At Will Warps]
Disruption Bolt Navigator Attack 1 ]
You forcebly extend your personal electro-magnetic field into you foes, disrupting his sense of time and direction.
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At-Will ✦ Psionic, Impliment, Force
Standard Action Ranged 5
Target: One Creature
Attack: Charisma vs. Reflex
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Hit: 1d8 + Charisma modifier force damage and an ally you can see gains a +2 power bonus to attack rolls to his next attack against the target. Increase to 2d8 + Charisma modifier at 21st level.
Doom Prophecy Navigator Attack 1
You explore the countless streams of time to find one in which your foe is doomed to failure, then guide your allies attacks bring it about.
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At-Will ✦ Psionic, Impliment or Weapon, Time
Standard Action Melee or Ranged 5
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target with a bonus to the attack roll equal to your half your Wisdom modifier (min +1). Increase this bonus to 1/2 Wis +2 at 11th level and 1/2 Wis +4 at 21st level.
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Hit: Ally's basic attack damage.
Momentary Phase Navigator Attack 1
You phase your foe out of time for a second, distorting their perception and allowing an ally to withdraw.
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At-Will ✦ Psionic, Impliment, Time
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Fortitude
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Hit: 1d6 + Constitution Modifier damage.
Increase damage to 2d6 + Constitution modifier at 21st level.
Effect: the first ally that leaves the targets threatened area before the start of the targets next turn, does not provoke an opportunity attack from the target for the first square of their move.
Pinch Navigator Attack 1
You skew the fabric of space in a small area, injuring your foes and drawing them together for a follow-up attack.
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At-Will ✦ Psionic, Impliment, Force
Standard Action Ranged 10
Target: One creature or unoccupied space
Attack: Wisdom vs. Fortitude
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Hit: 1d6 + Wisdom modifier force damage.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Effect: You pull all creatues within 2 squares of the target 1 square toward the target if possible.
Spatial Influence: You can choose for a number of creatures up to your Charisma modifier, to not be affected by this power. [/sblock]
[sblock=Level 1 Encounter Warps]
Gravity Slip Navigator Attack 1
You shape localised gravity into a dart that lances toward your foe, whilst propelling a battle ready ally into the fray.
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Encounter ✦ Psionic, Impliment, Force
Standard Action Ranged 10
Target: One Creature
Attack: Wisdom vs. Reflex
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Hit: 2d8 + Wisdom modifier force damage.
Effect: You or one ally within range is pulled 2 squares toward the target.
Spatial Influence: The distance pulled is 1 + Charisma modifier squares.
Gravity Wave Navigator Attack 1
You thrust gravity into a wave before you that knocks your foes prone, and makes it difficult for them to rise again safely.
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Encounter ✦ Psionic, Impliment, Force
Standard Action Close blast 5
Target: Each creature in blast
Attack: Charisma vs. Fortitude
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Hit: 1d6 + Charisma modifier force damage and target is knocked prone.
Slow Motion Navigator Attack 1
You focus on your enemies paths in time and bend them to your will, hindering their movement and upsetting their biology.
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Encounter ✦ Psionic, Impliment, Time
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Constitution vs. Will
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Hit: Constitution modifier damage.
Effect: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes immobalized (save ends).
Tip The Scales Navigator Attack 1
You cast into the near future and draw on your enemy's life force to heal an ally, even sacrificing your own energies to give an extra boost.
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Encounter ✦ Psionic, Impliment, Time, Healing, Psychic
Standard Action Ranged 10
Target: One Creature
Attack: Wisdom vs. Fortitude
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Hit: 1d8 +Wisdom modifier damage, and one ally adjacent to the target can spend a healing surge.
Temporal Influence: After damaging the target you can choose to spend a healing surge and regain no hit points; instead, an ally who spends a healing surge through the use of this power regains an extra 1d8 + your Constitution modifier hit points.
[/sblock]
[sblock=Level 1 Daily Warps]
Rapid Bout Navigator Attack 1
In the midst of a fray, you briefly quicken your comrades attacks to deal an unexpected blow to your foes.
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Daily ✦ Psionic, Implement, Time
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Each enemy in the burst is subject to a basic melee attack from an ally in the burst.
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Hit: Ally's basic attack damage + your Wisdom modifier damage.
Miss: Target is slowed until the start of your next turn.
Special: Each ally can only make one basic attack per round through the use of this power.
Blue Dwarf Aspect Navigator Attack 1
You call forth the aspect of a blue dwarf star from Warp-Space, moving it around the battlefield to sear and blind your enemies.
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Daily ✦ Psionic, Conjuration, Impliment, Radiant
Standard Action Ranged 5
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Target: One creature adjacent to the blue dwarf star.
Attack: Wisdom vs. Fortitude
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Hit: The target is blinded (save ends).
Effect: You conjour a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjoured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d6 + Wisdom modifier radiant damage.
Sustain Minor: You can sustain the conjouration until the end of the encounter or for 5 minutes.
Special: The conjured star casts light as if it were a torch.
Spatial Shiver Navigator Attack 1
You agitate the borders of space creating intense vibrations that damage your enemies and disrupt technology.
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Daily ✦ Psionic, Impliment, Force, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst.
Attack: Wisdom Vs. Fortitude
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Hit: 1d8 + Wisdom modifier force damage.
Effect: The burst creates a zone of rigid space. Powers or abilities with the Tech keyword, or from the Technology power source, used from within the zone take a penalty to attack rolls equal to 1/2 you Charisma modifier (min: 1). Any electronic communications are jammed within the zone. The zone lasts until the end of you next turn.
Sustain Minor: You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action.
Transitory Respite Navigator Attack 1
You exert your control over local time, allowing allies to catch their breaths while your enemies are caught up in painful distortions.
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Daily ✦ Psionic, Impliment, Time
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Constitution vs. Reflex
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Hit: 2d6 modifier damage, and the target is slowed until the start of your next turn.
Effect: You and all your allies in the burst regain 5 hit points.
[/sblock]
[sblock=Level 2 Utility Warps]
Tactical Shift Navigator Utility 2
By tweaking the fabric of space here and there, you rearrange your allies into more beneficial positions.
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Encounter ✦ Psionic Standard Action Area burst 2 within 10 squares
Target: Each ally in burst.
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Effect: The target can shift a number of squares equal to you Charisma modifier..
Chosen Fortune Navigator Utility 2
You put pressure on the time stream, pushing it toward a more favourabe outcome.
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Encounter ✦ Psionic, Time
Standard Action Ranged 5
Target: You or one ally.
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Effect: The target makes a saving throw with a bonus equal to your Constitution modifier.
Pause for Breath Navigator Utility 2
With a touch you manipulate an individual's stream, stretching 6 seconds into a minute's respite .
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Encounter ✦ Psionic, Healing, Time
Standard Action Melee touch
Target: You or one creature.
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Effect: The target can spend a healing surge.
Spectral Side-Step Navigator Utility 2
You twist space to transport yourself or an ally a short distance, leaving a spatial echo in their place. _______________________
Daily ✦ Psionic, Illusion, Teleportation
Move Action Ranged 5
Requirement: Training in Bluff.
Target: You or one ally within range.
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Effect: The target teleports up to 4 squares and gains concealment until the end of your next turn. An illusionary double of the target is created in the targets original square until the start of your next turn.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +1 power bonus to your check.
The illusionary double uses the defences opf the person it is imitating, anyone who hits the illusion with an attack instantly sees through the illusion.
[/sblock]
[sblock=Level 3 Encounter Warps]
Spatial Grip Navigator Attack 3
With a clench of your fist, gravity turns inward and squeezes your foes.
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Encounter ✦ Psionic, Force, Zone, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst.
Attack: Wisdom vs. Fortitude
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Hit: 1d8 + Wisdom modifier force damage.
Effect: The burst creates a zone of dense gravity that lasts until the end of your next turn. Enemies that start their turns within the zone are immobilised until the start of their next turn.
Sustain Standard: The zone persists.
Grave Attraction Navigator Attack 3
You deepen a foes gravity well, crushing them while pulling projectiles toward them.
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Encounter ✦ Psionic, Force, Implement
Standard Action Ranged 5
Target: One creature.
Attack: Charisma vs. Fortitude
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Hit: 1d6 + Charisma modifier force damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn.
Spatial Influence: The bonus to ranged attack rolls is equal to your Charisma modifier +3.
Horrific Fate Navigator Attack 3
You incapacitate a foe, giving him horrifying visions of possible futures in which his fate is dire.
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Encounter ✦ Psionic, Fear, Implement, Time
Standard Action Ranged 10
Target: One creature.
Attack: Constitution vs. Will
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Hit: 1d6 + Constitution modifier damage and the target is dazed until the end of your next turn.
Curse of Oblivion Navigator Attack 3
Your body shakes with exertion as you draw forth dark energies from outside time that swirl around your foe, wracking them with pain.
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Encounter ✦ Psionic, Necrotic, Implement, Time
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Reflex
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Hit: 2d8 + Wisdom modifier necrotic damage.
Temporal Influence: If the target makes an attack before the start of your next turn, you may spend a healing surge to make the target take an extra 1d8 + Constitution modifier necrotic damage. [/sblock]
[sblock=Level 5 Daily Warps]
Brown Dwarf Aspect Navigator Attack 5
You summon the aspect of a small brown dwarf star, it moves around the battlefield poisoning your foes with it's deadly radiation.
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Daily ✦ Psionic, Poison, Conjuration, Implement
Standard Action Ranged 5
Target: One creature adjacent to the brown dwarf star.
Attack: Wisdom vs. Fortitude
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Hit: 1d8 + Charisma poison damage and the target is weakened (save ends).
Effect: You conjure a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d10 + Charisma modifier poison damage and the target is slowed until the end of its next turn.
Sustain Minor: You can sustain the conjuration until the end of the encounter or for 5 minutes.
Sub-space Rift Navigator Attack 5
You tear an impassable rent in space, causing a spatial distortion wave that damages your foes.
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Daily ✦ Psionic, Force, Conjuration, Implement
Standard Action Area wall 6 within 10 squares
Target: All creatures adjacent to the rift.
Attack: Charisma vs. Fortitude
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Hit: 2d8 + Charisma force damage and the target is pushed one square.
Effect: You conjure a wall that consists of contiguous squares filled with an impassable rift in space. The wall lasts until the end of your next turn. It can be up to 6 squares long and up to 2 squares high. The rift is considered an obstacle; its squares cannot be entered or passed through.
Sustain Minor: The wall persists.
Draw from the Well Navigator Attack 5
Tapping directly into an enemies time stream, you open a well of life energy that refreshes your allies when they damage your foe.
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Daily ✦ Psionic, Healing, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Constitution vs. Fortitude
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Hit: 3d6 + Constitution modifier damage.
Effect: For the duration of the encounter, whenever an ally hits the target with a power that deals damage, that ally may spend a healing surge, a character may only spend a healing surge in this manner once per round.
Stop Navigator Attack 5
With but a gesture, you pull your targets out of Time entirely.
Daily ✦ Psionic, Implement, Time
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Constitution vs. Will
Hit: Target is stunned (save ends). After the target saves against being stunned, it is slowed (save ends).
Miss: Target is slowed until the end of your next turn.
(Pinched shamelessly from Eldiran’s Time Mage)[/sblock]
[sblock=Level 6 Utility Warps]
Augmentation Field Navigator Utility 6
By increasing the suppleness of a region of space, you increase the potency of psions in the area.
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Encounter ✦ Psionic, Zone
Standard Action Area burst 2 within 10 squares
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Effect: The burst creates a zone of supple space that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Allies within the zone gain a +1 bonus to attack rolls and +2 to damage rolls with powers from the Psionic power source.
Sustain Standard: You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action.
Phase Jumper Navigator Utility 6
By weakening your bond to real-space you put yourself slightly out of phase, allowing you to teleport short distances.
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Daily ✦ Psionic, Stance, Teleportation
Minor Action Melee Touch
Target: You or one ally.
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Effect: You can teleport half your speed as a move action.
Try, Try Again Navigator Utility 6
An ally makes a fatal mistake, we can't be having that!
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Encounter ✦ Psionic, Time
Immediate Interrupt Ranged 10
Trigger: An ally within range fails an attack roll.
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Effect: The ally may reroll the attack with a +2 power bonus. The ally uses the second roll, even if it's lower.
Wipe the Slate Navigator Utility 6
You rearrange time to revitalise you and your battle-weary allies.
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Daily ✦ Psionic, Healing, Time
Minor Action Close burst 5
Target: You and each ally in burst.
_______________________
Effect: Each target regains the use of his or her second wind.
[/sblock]
[sblock=Level 7 Encounter Warps]
Halt Navigator Attack 7
You slow the passage of time in a broad area, halting your foes.
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Encounter ✦ Psionic, Implement, Time
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Constitution vs. Will
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Hit: The target is dazed and slowed (save ends both).
(Pinched from Eldarin's Time Mage).
Life Siphon Navigator Attack 7
By tapping into a foes future life force, you weaken him while bolstering your allies.
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Encounter ✦ Psionic, Necrotic, Healing, Implement, Time
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Will
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Hit: 2d6 + Wisdom modifier necrotic damage., and each ally adjacent to the target can spend a healing surge.
Temporal Navigator: Add your Constitution modifier to the hit points regained.
Sudden Repulsion Navigator Attack 7
As your foes close in you release a powerful burst of gravity that sends them flying in all directions, allowing you to make you escape.
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Encounter ✦ Psionic, Force, Implement
Standard Action Close burst 3
Target: Each enemy in burst.
Attack: Charisma vs. Fortitude
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Hit: 2d6 + Charisma force damage. The target is pushed 3 squares then falls prone.
Miss: The target falls prone.
Spatial Influence: Targets hit by this power must use a standard action to stand up from prone before your next turn.
White Particle Navigator Attack 7
Through a microscopic rent in space, you pull a particle of antimatter into realspace. The second it touches matter it explodes with devastating effect.
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Encounter ✦ Psionic, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
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Hit: 1d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
[/sblock]
[sblock=Level 9 Daily Warps]
Instant Withdrawal Navigator Attack 9
Your ally is hit by a devastating blow, one more hit and he's going to go down. You Pull your ally through the warp, sending out damaging gravity waves.
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Daily ✦ Psionic, Force, Teleportation, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Charisma vs. Fortitude
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Hit: 3d6 + Charisma force damage.
Effect: One ally adjacent to the target can teleport up to 5 squares, the teleportation must end within range of this power.
Sap Potential Navigator Attack 9
You cast into the myriad futures, and draw on your foes physical potential, redistributing it to yourself and your allies.
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Daily ✦ Psionic, Necrotic, Implement, Time
Standard Action Close burst 2
Target: Each enemy in burst that you can see.
Attack: Wisdom vs. Will
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Hit: 1d6 + Wisdom modifier necrotic damage, and the target is weakened until the start of your next turn.
Effect: Until the end of the encounter you gain a + 2 power bonus to attack rolls, and you and each ally within the burst gain a +2 power bonus to AC.
Vampiric Link Navigator Attack 9
You create a link between the life-force of a foe and an ally, sapping health from the enemy to invigorate your friend.
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Daily ✦ Psionic, Necrotic, Healing, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Constitution vs. Will
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Hit: 1d8 + Constitution modifier necrotic damage, and 5 ongoing necrotic damage (save ends). One ally within 5 squares of the target gains regeneration 5 and a +2 power bonus to Fortitude until the target saves against the ongoing damage.
Yellow Main-Phase Aspect Navigator Attack 9
From the folds of the warp, you call into being the aspect of a yellow star to burn your enemies and block their path.
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Daily ✦ Psionic, Fire, Conjuration, Implement
Standard Action Ranged 5
Target: Two creatures adjacent to the yellow main-phase star.
Attack: Wisdom vs. Fortitude
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Hit: The target is stunned (save ends).
Effect: You conjure a star that occupies 4 squares (as a large creature) within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 2d10 + Charisma modifier fire damage.
Sustain Minor: You can sustain the conjuration until the end of the encounter or for 5 minutes.
Special: The conjured star casts light as if it were a campfire.[/sblock]
[sblock=Level 10 Utility Warps]
A Better Fate Navigator Utility 10
You alter the flow of time; guiding it toward a future where your ally has an improved chance of survival.
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Encounter ✦ Psionic, Healing, Time
Standard Action Ranged 10
Target: You or one ally.
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Effect: The target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, the target gains a +2 power bonus to all defences until the end of your next turn.
Astral Traveller Navigator Utility 10
You walk the boundaries of sub-space and realspace, becoming a ghostly figment that moves quickly and purposefully.
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Daily ✦ Psionic, Stance
Standard Action Melee Touch
Target: You or one willing ally.
_______________________
Effect: You become insubstantial and deal half damage. You ignore difficult terrain and can walk on liquid surfaces as though they were solid. If you take a double move action, you can move up to three times your speed.
Instant Translocation Navigator Utility 10
Considering space is your personal plaything, you can move through it rather easily.
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Encounter ✦ Psionic, Teleportation
Move Action Melee Touch
Target: You or one willing ally.
_______________________
Effect: Teleport up to 5 + Charisma modifier squares.
Precognitor Navigator Utility 10
A vision of the future informs you of an impending attack.
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Encounter ✦ Psionic, Time
Immediate Interrupt Ranged 5
Trigger: A creature hits you or an ally with a melee attack.
_______________________
Effect: The ally can shift a number of squares equal to 1 + your Charisma modifier.
[/sblock]
[/sblock][/sblock]
>>A slightly outdated, but smartly presented PDF of heroic tier navigator and feats is available Here<<
As this is the first class i've ever made, i'm not too confident about my balancing, and any suggestions for powers would be grately appreciated
I've had a fair bit of feedback on the first 4-5 levels from the WoTC forums, so i'm more eager to get some feedback/critiques on levels 5+ and the paragon paths.
Navigator
"I'm often told how unimaginabley vast the universe is, but that's just nonsense; the distance between me and where i want to go is nothing but a step"
Role: Leader. You lead by guiding your allies attacks to where and when they will cause the most effect. Your Insights and prophecies can predict enemy tactics and your manipulation of space-time gives you great tactical advantage.
Source: Psionic. You percieve the universe from outside the normal constraints of space and time, with the power of your mind alone you can influnce the paths of time and sense the fabric of space over great distances.
Key Abilities: Wisdom, Constitution, Charisma
Armor Proficiencies: Cloth Armor, Leather Armor, Hide Armor
Weapon Proficiencies: Simple melee, simple ranged, military ranged
Implements: Orbs, Psy-Amps
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 7 + Constitution modifier
Trained Skills: Insight plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Psychic (Arcana) (Int), Bluff (Cha), Diplomacy (Cha), Exploration (Dungeoneering) (Wis), Endurance (Con), Heal (Wis), History (Int), Perception (Wis)
Build Options: Temporal Navigator,Spatial Navigator
Class Features: Matter Recovery, Omniscience, Star Sense, Warp Influence, Warp Sight
Navigators are often the first clue to a species' impending disvovery of warp travel. And usually the first form of measurable psionic activity to be displayed. As a demographic, they are essential to a species ability to move out into the galaxy of their own accord, individually however they can be a great hinderace to society. On some worlds the appearence of navigators has not been understood, leading to great wars or social upheval that threw their civilisations back to pre-technology eras . Navigators are able to sense the very fabric of space around them, to explore an object or creatures path through time and space. This allows them to plot courses through warp space almost instantly, unlike computers that can take hours or days to plot a safe course. This makes them highly sort after as crew onboard warp vessels. Their powers have another angle however; the same abilities allow them to tap into a vast psychic field, giving them almost omnipotent knowledge. Some master the manipulation of gravity fields and can teleport themselves instantly from one point to another by travelling through the Warp, or even pull antimatter into our universe to cause catastrophic explosions.
[sblock=Overview and Class Features]
NAVIGATOR OVERVIEW
Characteristics: You are a good healer. The majority of your attaks are mid-ranged; allowing you watch the tide of battle very closely. Most of your attacks deal only moderate damage, but many of them give bonuses to your allies or move foes and allies around the battlefield.
Religion: Navigators usually follow religions that reflect their connection to the warp and the universe, such as those from the Animism or Universatheism theologies. It is not uncommon to find navigators that worship dragons, as they are creatures of the warp. Navigators very rarely follow religions from the Mechatheism or Monotheism; as their unique view of the galaxy as one great organic entity is at odds with the strict dogma and beliefs of those theologies.
Races: Averoux make ideal spatial navigators and are abundant within the Coalition; often trained as military Alphas, they are a major factor in the races past military exploits. Sirians of the Se'blen caste are succesful temporal navigators; often serving the Alliance as spiritual guides and political advisors, the most powerful Sirian navigators become revered Seers. Humans and Ganshini also make good navigators, though they are not as predominant as they are in the Averoux and Sirian races. That being said, all space-fairing races will produce navigators, and the choice of species you make will have little impact on your navigator ability to utilise warp powers.
Creating a Navigator
The navigator has two basic builds to start: the temporal navigator and the spatial navigator. Navigators rely on Wisdom for the majority of their attacks, Charisma for powers that manipulate space and gravity and Constitution for powers that manipulate time.
Temporal Navigator Your leadership takes the form of guidance, prophecy and manipulation of time. Your powers guide your allies to extra and more powerful attacks, as well as controlling the flow time to quicken them while slowing or aging your enemies. You also assist your allies by reversing time to heal wounds and temporarily freezing time to allow escape or avoid area attacks. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Controlling the flows of time puts great strain upon the physical body and may drain your hit points, so make Constitution secondary ability score. Charisma should be your third best so that you can dabble in other navigator powers. You should choose powers that make good use of you high Constitution and hit points.
Suggested Feat: Durable (human feat: improved initiative)
Suggested Skills: Endurance, Heal, History
Suggested At-Will Power: momentary phase, doom prophecy
Suggested Encounter Power: slow motion, tip the scales
Suggested Daily Power: transitory respite
Spatial Navigator You are an invaluable leader in battle, because the battlefield is one of your choosing; you lead with great charisma and diplomacy. A superior understanding of spatial mechanics and the Warp are your weapons. Your powers confuse or hinder enemies by temporarily changing the terrain or damage and move them by manipulating localised gravity fields. You also aid your comrades by increasing the potency of psionic powers, and teleporting them into strategic positions, while you disseminate important tactical information to them. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Convincing the universe that your idealised perception of space is the correct one takes great force of personality; make Charisma your second highest ability. Constitution should be your tertiary abilty score so that you can use other navigator abilities without fear of loosing conciousness. You should choose powers that make use of your high Charisma.
Suggested Feat: Star burst (human feat: action surge)
Suggested Skills: Bluff, Diplomacy, Exploration (Dungeoneering)
Suggested At-Will Power: Disruption Bolt, pinch
Suggested Encounter Power: gravity slip, gravity wave
Suggested Daily Power: blue dwarf aspect
Navigator Class Features
Every Navigator shares these class features.
Implement
Navigators make use of psychic amplifiers (psy-amps) or mind crystals to help channel and direct their powers. A navigator wearing a psy-amp or mind crystal can add its enhancement bonus to the attack rolls and damage rolls of navigator powers, as well as navigator paragon path powers, that have the impliment keyword. Without a psy-amp or mind crystal, a navigator can still use these powers, but he or she doesn't gain the bonus provided by the psionic implement.
Matter Recovery
Using the matter recovery power, navigators can grant their comrades addional resilience with a slight rearrangement of matter.
[sblock=Matter Recovery Power]
Matter Recovery Navigator Feature
Exerting control over the area of an ally's wounds, you cause them to regenerate by breaking down ambient matter and reshaping it to replace lost tissue.
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Encounter (Special) ✦ Psionic, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action Close burst 5
Target: You or one ally
_______________________
Effect: The target can spend a healing surge.
When targeting an ally, you can also spend a healing surge and the target regains an additional 1d8+1 Hit Points.
_______________________
Increase the amount of additional hit points regained to 2d8+2 at 6th level, 3d8+3 at 11th level, 4d8+4 at 16th level, 5d8+5 at 21st level, and 6d8+6 at 26th level.
[/sblock]
Omniscience
A navigator has the ability to tap into the psychic network that links all living things in the galaxy, this seems to give them almost godlike knowledge on any given subject. At the begining of an encounter the navigator chooses one skill, for the duration of the the encounter the navigator is has a +3 power bonus to knowledge checks with the that skill. To change the chosen skill once an encounter has began, the navigator must use a standard action. This bonus will not apply if the navigator is within a psionic null field.
Star Sense
Probably the key ability of a navigator is their connection to the stars themselves; a navigator in space can 'feel' where they are in relation to warp space, and can quest out with their minds to find a specific star within a number of sectors equal to half their level. The navigator can then plot a warp course to that destination in a matter of seconds; a feat that would take the most sophistocated supercomputers at least 2 hours.
Warp Influence
A navigators sight shows him time and space as ethereal tides and eddies upon the surface of the Warp. As he grows, he learns how to manipulate the very fabric of existence by making a ripple here, or divrting a current there. Navigators usually have a certain knack for influencing time or space in particular. Choose one of the following two benefits. The choice you make also provides bonuses to certain navigator powers. Individual powers detail the effects (if any) you Warp Influence selection has on them.
Temporal Influence When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one half your level + your Constitution modifier.
Spatial Influence When an ally who can see you spends an action point to take an extra action, that ally can teleport a number of squares equal to your Charisma modifier (minimum: 1) either before or after that action.
Warp Sight
As navigators spend so much time looking beyond the bounds of the material world; the complexity and brilliance of warp space works a profound change upon their vision. They begin to see the warp all the time; the actions of people around them rear up from the past and spill into millions of possible futures as brilliant ghost forms. A navigator gains a +2 to AC vs. ranged attacks (increase this bonus to +3 at 21st level). A navigators eyes are solid orbs of either purple, green or red; the most powerful and farseeing navigators eyes will pulse with light when they use their abilities.
[/sblock]
[sblock=Lvl 1 - 10]
[sblock=Level 1 At Will Warps]
Disruption Bolt Navigator Attack 1 ]
You forcebly extend your personal electro-magnetic field into you foes, disrupting his sense of time and direction.
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At-Will ✦ Psionic, Impliment, Force
Standard Action Ranged 5
Target: One Creature
Attack: Charisma vs. Reflex
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Hit: 1d8 + Charisma modifier force damage and an ally you can see gains a +2 power bonus to attack rolls to his next attack against the target. Increase to 2d8 + Charisma modifier at 21st level.
Doom Prophecy Navigator Attack 1
You explore the countless streams of time to find one in which your foe is doomed to failure, then guide your allies attacks bring it about.
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At-Will ✦ Psionic, Impliment or Weapon, Time
Standard Action Melee or Ranged 5
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target with a bonus to the attack roll equal to your half your Wisdom modifier (min +1). Increase this bonus to 1/2 Wis +2 at 11th level and 1/2 Wis +4 at 21st level.
_______________________
Hit: Ally's basic attack damage.
Momentary Phase Navigator Attack 1
You phase your foe out of time for a second, distorting their perception and allowing an ally to withdraw.
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At-Will ✦ Psionic, Impliment, Time
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs. Fortitude
_______________________
Hit: 1d6 + Constitution Modifier damage.
Increase damage to 2d6 + Constitution modifier at 21st level.
Effect: the first ally that leaves the targets threatened area before the start of the targets next turn, does not provoke an opportunity attack from the target for the first square of their move.
Pinch Navigator Attack 1
You skew the fabric of space in a small area, injuring your foes and drawing them together for a follow-up attack.
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At-Will ✦ Psionic, Impliment, Force
Standard Action Ranged 10
Target: One creature or unoccupied space
Attack: Wisdom vs. Fortitude
_______________________
Hit: 1d6 + Wisdom modifier force damage.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Effect: You pull all creatues within 2 squares of the target 1 square toward the target if possible.
Spatial Influence: You can choose for a number of creatures up to your Charisma modifier, to not be affected by this power. [/sblock]
[sblock=Level 1 Encounter Warps]
Gravity Slip Navigator Attack 1
You shape localised gravity into a dart that lances toward your foe, whilst propelling a battle ready ally into the fray.
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Encounter ✦ Psionic, Impliment, Force
Standard Action Ranged 10
Target: One Creature
Attack: Wisdom vs. Reflex
_______________________
Hit: 2d8 + Wisdom modifier force damage.
Effect: You or one ally within range is pulled 2 squares toward the target.
Spatial Influence: The distance pulled is 1 + Charisma modifier squares.
Gravity Wave Navigator Attack 1
You thrust gravity into a wave before you that knocks your foes prone, and makes it difficult for them to rise again safely.
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Encounter ✦ Psionic, Impliment, Force
Standard Action Close blast 5
Target: Each creature in blast
Attack: Charisma vs. Fortitude
_______________________
Hit: 1d6 + Charisma modifier force damage and target is knocked prone.
Slow Motion Navigator Attack 1
You focus on your enemies paths in time and bend them to your will, hindering their movement and upsetting their biology.
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Encounter ✦ Psionic, Impliment, Time
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Constitution vs. Will
_______________________
Hit: Constitution modifier damage.
Effect: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes immobalized (save ends).
Tip The Scales Navigator Attack 1
You cast into the near future and draw on your enemy's life force to heal an ally, even sacrificing your own energies to give an extra boost.
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Encounter ✦ Psionic, Impliment, Time, Healing, Psychic
Standard Action Ranged 10
Target: One Creature
Attack: Wisdom vs. Fortitude
_______________________
Hit: 1d8 +Wisdom modifier damage, and one ally adjacent to the target can spend a healing surge.
Temporal Influence: After damaging the target you can choose to spend a healing surge and regain no hit points; instead, an ally who spends a healing surge through the use of this power regains an extra 1d8 + your Constitution modifier hit points.
[/sblock]
[sblock=Level 1 Daily Warps]
Rapid Bout Navigator Attack 1
In the midst of a fray, you briefly quicken your comrades attacks to deal an unexpected blow to your foes.
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Daily ✦ Psionic, Implement, Time
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Each enemy in the burst is subject to a basic melee attack from an ally in the burst.
_______________________
Hit: Ally's basic attack damage + your Wisdom modifier damage.
Miss: Target is slowed until the start of your next turn.
Special: Each ally can only make one basic attack per round through the use of this power.
Blue Dwarf Aspect Navigator Attack 1
You call forth the aspect of a blue dwarf star from Warp-Space, moving it around the battlefield to sear and blind your enemies.
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Daily ✦ Psionic, Conjuration, Impliment, Radiant
Standard Action Ranged 5
_______________________
Target: One creature adjacent to the blue dwarf star.
Attack: Wisdom vs. Fortitude
_______________________
Hit: The target is blinded (save ends).
Effect: You conjour a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjoured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d6 + Wisdom modifier radiant damage.
Sustain Minor: You can sustain the conjouration until the end of the encounter or for 5 minutes.
Special: The conjured star casts light as if it were a torch.
Spatial Shiver Navigator Attack 1
You agitate the borders of space creating intense vibrations that damage your enemies and disrupt technology.
_______________________
Daily ✦ Psionic, Impliment, Force, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst.
Attack: Wisdom Vs. Fortitude
_______________________
Hit: 1d8 + Wisdom modifier force damage.
Effect: The burst creates a zone of rigid space. Powers or abilities with the Tech keyword, or from the Technology power source, used from within the zone take a penalty to attack rolls equal to 1/2 you Charisma modifier (min: 1). Any electronic communications are jammed within the zone. The zone lasts until the end of you next turn.
Sustain Minor: You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action.
Transitory Respite Navigator Attack 1
You exert your control over local time, allowing allies to catch their breaths while your enemies are caught up in painful distortions.
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Daily ✦ Psionic, Impliment, Time
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Constitution vs. Reflex
_______________________
Hit: 2d6 modifier damage, and the target is slowed until the start of your next turn.
Effect: You and all your allies in the burst regain 5 hit points.
[/sblock]
[sblock=Level 2 Utility Warps]
Tactical Shift Navigator Utility 2
By tweaking the fabric of space here and there, you rearrange your allies into more beneficial positions.
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Encounter ✦ Psionic Standard Action Area burst 2 within 10 squares
Target: Each ally in burst.
_______________________
Effect: The target can shift a number of squares equal to you Charisma modifier..
Chosen Fortune Navigator Utility 2
You put pressure on the time stream, pushing it toward a more favourabe outcome.
_______________________
Encounter ✦ Psionic, Time
Standard Action Ranged 5
Target: You or one ally.
_______________________
Effect: The target makes a saving throw with a bonus equal to your Constitution modifier.
Pause for Breath Navigator Utility 2
With a touch you manipulate an individual's stream, stretching 6 seconds into a minute's respite .
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Encounter ✦ Psionic, Healing, Time
Standard Action Melee touch
Target: You or one creature.
_______________________
Effect: The target can spend a healing surge.
Spectral Side-Step Navigator Utility 2
You twist space to transport yourself or an ally a short distance, leaving a spatial echo in their place. _______________________
Daily ✦ Psionic, Illusion, Teleportation
Move Action Ranged 5
Requirement: Training in Bluff.
Target: You or one ally within range.
_______________________
Effect: The target teleports up to 4 squares and gains concealment until the end of your next turn. An illusionary double of the target is created in the targets original square until the start of your next turn.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +1 power bonus to your check.
The illusionary double uses the defences opf the person it is imitating, anyone who hits the illusion with an attack instantly sees through the illusion.
[/sblock]
[sblock=Level 3 Encounter Warps]
Spatial Grip Navigator Attack 3
With a clench of your fist, gravity turns inward and squeezes your foes.
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Encounter ✦ Psionic, Force, Zone, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst.
Attack: Wisdom vs. Fortitude
_______________________
Hit: 1d8 + Wisdom modifier force damage.
Effect: The burst creates a zone of dense gravity that lasts until the end of your next turn. Enemies that start their turns within the zone are immobilised until the start of their next turn.
Sustain Standard: The zone persists.
Grave Attraction Navigator Attack 3
You deepen a foes gravity well, crushing them while pulling projectiles toward them.
_______________________
Encounter ✦ Psionic, Force, Implement
Standard Action Ranged 5
Target: One creature.
Attack: Charisma vs. Fortitude
_______________________
Hit: 1d6 + Charisma modifier force damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn.
Spatial Influence: The bonus to ranged attack rolls is equal to your Charisma modifier +3.
Horrific Fate Navigator Attack 3
You incapacitate a foe, giving him horrifying visions of possible futures in which his fate is dire.
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Encounter ✦ Psionic, Fear, Implement, Time
Standard Action Ranged 10
Target: One creature.
Attack: Constitution vs. Will
_______________________
Hit: 1d6 + Constitution modifier damage and the target is dazed until the end of your next turn.
Curse of Oblivion Navigator Attack 3
Your body shakes with exertion as you draw forth dark energies from outside time that swirl around your foe, wracking them with pain.
_______________________
Encounter ✦ Psionic, Necrotic, Implement, Time
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Reflex
_______________________
Hit: 2d8 + Wisdom modifier necrotic damage.
Temporal Influence: If the target makes an attack before the start of your next turn, you may spend a healing surge to make the target take an extra 1d8 + Constitution modifier necrotic damage. [/sblock]
[sblock=Level 5 Daily Warps]
Brown Dwarf Aspect Navigator Attack 5
You summon the aspect of a small brown dwarf star, it moves around the battlefield poisoning your foes with it's deadly radiation.
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Daily ✦ Psionic, Poison, Conjuration, Implement
Standard Action Ranged 5
Target: One creature adjacent to the brown dwarf star.
Attack: Wisdom vs. Fortitude
_______________________
Hit: 1d8 + Charisma poison damage and the target is weakened (save ends).
Effect: You conjure a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d10 + Charisma modifier poison damage and the target is slowed until the end of its next turn.
Sustain Minor: You can sustain the conjuration until the end of the encounter or for 5 minutes.
Sub-space Rift Navigator Attack 5
You tear an impassable rent in space, causing a spatial distortion wave that damages your foes.
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Daily ✦ Psionic, Force, Conjuration, Implement
Standard Action Area wall 6 within 10 squares
Target: All creatures adjacent to the rift.
Attack: Charisma vs. Fortitude
_______________________
Hit: 2d8 + Charisma force damage and the target is pushed one square.
Effect: You conjure a wall that consists of contiguous squares filled with an impassable rift in space. The wall lasts until the end of your next turn. It can be up to 6 squares long and up to 2 squares high. The rift is considered an obstacle; its squares cannot be entered or passed through.
Sustain Minor: The wall persists.
Draw from the Well Navigator Attack 5
Tapping directly into an enemies time stream, you open a well of life energy that refreshes your allies when they damage your foe.
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Daily ✦ Psionic, Healing, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Constitution vs. Fortitude
_______________________
Hit: 3d6 + Constitution modifier damage.
Effect: For the duration of the encounter, whenever an ally hits the target with a power that deals damage, that ally may spend a healing surge, a character may only spend a healing surge in this manner once per round.
Stop Navigator Attack 5
With but a gesture, you pull your targets out of Time entirely.
Daily ✦ Psionic, Implement, Time
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Constitution vs. Will
Hit: Target is stunned (save ends). After the target saves against being stunned, it is slowed (save ends).
Miss: Target is slowed until the end of your next turn.
(Pinched shamelessly from Eldiran’s Time Mage)[/sblock]
[sblock=Level 6 Utility Warps]
Augmentation Field Navigator Utility 6
By increasing the suppleness of a region of space, you increase the potency of psions in the area.
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Encounter ✦ Psionic, Zone
Standard Action Area burst 2 within 10 squares
_______________________
Effect: The burst creates a zone of supple space that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Allies within the zone gain a +1 bonus to attack rolls and +2 to damage rolls with powers from the Psionic power source.
Sustain Standard: You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action.
Phase Jumper Navigator Utility 6
By weakening your bond to real-space you put yourself slightly out of phase, allowing you to teleport short distances.
_______________________
Daily ✦ Psionic, Stance, Teleportation
Minor Action Melee Touch
Target: You or one ally.
_______________________
Effect: You can teleport half your speed as a move action.
Try, Try Again Navigator Utility 6
An ally makes a fatal mistake, we can't be having that!
_______________________
Encounter ✦ Psionic, Time
Immediate Interrupt Ranged 10
Trigger: An ally within range fails an attack roll.
_______________________
Effect: The ally may reroll the attack with a +2 power bonus. The ally uses the second roll, even if it's lower.
Wipe the Slate Navigator Utility 6
You rearrange time to revitalise you and your battle-weary allies.
_______________________
Daily ✦ Psionic, Healing, Time
Minor Action Close burst 5
Target: You and each ally in burst.
_______________________
Effect: Each target regains the use of his or her second wind.
[/sblock]
[sblock=Level 7 Encounter Warps]
Halt Navigator Attack 7
You slow the passage of time in a broad area, halting your foes.
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Encounter ✦ Psionic, Implement, Time
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Constitution vs. Will
_______________________
Hit: The target is dazed and slowed (save ends both).
(Pinched from Eldarin's Time Mage).
Life Siphon Navigator Attack 7
By tapping into a foes future life force, you weaken him while bolstering your allies.
_______________________
Encounter ✦ Psionic, Necrotic, Healing, Implement, Time
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Will
_______________________
Hit: 2d6 + Wisdom modifier necrotic damage., and each ally adjacent to the target can spend a healing surge.
Temporal Navigator: Add your Constitution modifier to the hit points regained.
Sudden Repulsion Navigator Attack 7
As your foes close in you release a powerful burst of gravity that sends them flying in all directions, allowing you to make you escape.
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Encounter ✦ Psionic, Force, Implement
Standard Action Close burst 3
Target: Each enemy in burst.
Attack: Charisma vs. Fortitude
_______________________
Hit: 2d6 + Charisma force damage. The target is pushed 3 squares then falls prone.
Miss: The target falls prone.
Spatial Influence: Targets hit by this power must use a standard action to stand up from prone before your next turn.
White Particle Navigator Attack 7
Through a microscopic rent in space, you pull a particle of antimatter into realspace. The second it touches matter it explodes with devastating effect.
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Encounter ✦ Psionic, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
_______________________
Hit: 1d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
[/sblock]
[sblock=Level 9 Daily Warps]
Instant Withdrawal Navigator Attack 9
Your ally is hit by a devastating blow, one more hit and he's going to go down. You Pull your ally through the warp, sending out damaging gravity waves.
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Daily ✦ Psionic, Force, Teleportation, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Charisma vs. Fortitude
_______________________
Hit: 3d6 + Charisma force damage.
Effect: One ally adjacent to the target can teleport up to 5 squares, the teleportation must end within range of this power.
Sap Potential Navigator Attack 9
You cast into the myriad futures, and draw on your foes physical potential, redistributing it to yourself and your allies.
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Daily ✦ Psionic, Necrotic, Implement, Time
Standard Action Close burst 2
Target: Each enemy in burst that you can see.
Attack: Wisdom vs. Will
_______________________
Hit: 1d6 + Wisdom modifier necrotic damage, and the target is weakened until the start of your next turn.
Effect: Until the end of the encounter you gain a + 2 power bonus to attack rolls, and you and each ally within the burst gain a +2 power bonus to AC.
Vampiric Link Navigator Attack 9
You create a link between the life-force of a foe and an ally, sapping health from the enemy to invigorate your friend.
_______________________
Daily ✦ Psionic, Necrotic, Healing, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Constitution vs. Will
_______________________
Hit: 1d8 + Constitution modifier necrotic damage, and 5 ongoing necrotic damage (save ends). One ally within 5 squares of the target gains regeneration 5 and a +2 power bonus to Fortitude until the target saves against the ongoing damage.
Yellow Main-Phase Aspect Navigator Attack 9
From the folds of the warp, you call into being the aspect of a yellow star to burn your enemies and block their path.
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Daily ✦ Psionic, Fire, Conjuration, Implement
Standard Action Ranged 5
Target: Two creatures adjacent to the yellow main-phase star.
Attack: Wisdom vs. Fortitude
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Hit: The target is stunned (save ends).
Effect: You conjure a star that occupies 4 squares (as a large creature) within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 2d10 + Charisma modifier fire damage.
Sustain Minor: You can sustain the conjuration until the end of the encounter or for 5 minutes.
Special: The conjured star casts light as if it were a campfire.[/sblock]
[sblock=Level 10 Utility Warps]
A Better Fate Navigator Utility 10
You alter the flow of time; guiding it toward a future where your ally has an improved chance of survival.
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Encounter ✦ Psionic, Healing, Time
Standard Action Ranged 10
Target: You or one ally.
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Effect: The target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, the target gains a +2 power bonus to all defences until the end of your next turn.
Astral Traveller Navigator Utility 10
You walk the boundaries of sub-space and realspace, becoming a ghostly figment that moves quickly and purposefully.
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Daily ✦ Psionic, Stance
Standard Action Melee Touch
Target: You or one willing ally.
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Effect: You become insubstantial and deal half damage. You ignore difficult terrain and can walk on liquid surfaces as though they were solid. If you take a double move action, you can move up to three times your speed.
Instant Translocation Navigator Utility 10
Considering space is your personal plaything, you can move through it rather easily.
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Encounter ✦ Psionic, Teleportation
Move Action Melee Touch
Target: You or one willing ally.
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Effect: Teleport up to 5 + Charisma modifier squares.
Precognitor Navigator Utility 10
A vision of the future informs you of an impending attack.
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Encounter ✦ Psionic, Time
Immediate Interrupt Ranged 5
Trigger: A creature hits you or an ally with a melee attack.
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Effect: The ally can shift a number of squares equal to 1 + your Charisma modifier.
[/sblock]
[/sblock][/sblock]
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